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Merge commit 'origin/master' into 320
Conflicts: src/game/BattleGround.cpp
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commit
546f7a7fe5
47 changed files with 985 additions and 1264 deletions
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@ -2423,8 +2423,8 @@ void Spell::EffectApplyAura(uint32 i)
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return;
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// ghost spell check, allow apply any auras at player loading in ghost mode (will be cleanup after load)
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if( !unitTarget->isAlive() && !IsDeathPersistentSpell(m_spellInfo) &&
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(unitTarget->GetTypeId()!=TYPEID_PLAYER || !((Player*)unitTarget)->GetSession()->PlayerLoading()) )
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if ( (!unitTarget->isAlive() && !(IsDeathOnlySpell(m_spellInfo) || IsDeathPersistentSpell(m_spellInfo))) &&
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(unitTarget->GetTypeId() != TYPEID_PLAYER || !((Player*)unitTarget)->GetSession()->PlayerLoading()) )
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return;
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Unit* caster = m_originalCaster ? m_originalCaster : m_caster;
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@ -6803,25 +6803,20 @@ void Spell::EffectSummonDemon(uint32 i)
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}
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}
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/* There is currently no need for this effect. We handle it in BattleGround.cpp
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If we would handle the resurrection here, the spiritguide would instantly disappear as the
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player revives, and so we wouldn't see the spirit heal visual effect on the npc.
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This is why we use a half sec delay between the visual effect and the resurrection itself */
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void Spell::EffectSpiritHeal(uint32 /*i*/)
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{
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/*
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if(!unitTarget || unitTarget->isAlive())
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// TODO player can't see the heal-animation - he should respawn some ticks later
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if (!unitTarget || unitTarget->isAlive())
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return;
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if(unitTarget->GetTypeId() != TYPEID_PLAYER)
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if (unitTarget->GetTypeId() != TYPEID_PLAYER)
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return;
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if(!unitTarget->IsInWorld())
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if (!unitTarget->IsInWorld())
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return;
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if (m_spellInfo->Id == 22012 && !unitTarget->HasAura(2584))
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return;
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//m_spellInfo->EffectBasePoints[i]; == 99 (percent?)
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//((Player*)unitTarget)->setResurrect(m_caster->GetGUID(), unitTarget->GetPositionX(), unitTarget->GetPositionY(), unitTarget->GetPositionZ(), unitTarget->GetMaxHealth(), unitTarget->GetMaxPower(POWER_MANA));
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((Player*)unitTarget)->ResurrectPlayer(1.0f);
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((Player*)unitTarget)->SpawnCorpseBones();
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*/
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}
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// remove insignia spell effect
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